Getting 'punchy' sounds in Zebra
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- KVRer
- 3 posts since 29 Jun, 2012
I'm not sure if this kind of question is right for this forum, as in a way it's a general synth programming question, but I'm only using Zebra2 at the moment, so here goes:
What would be the classic ways of getting a punchy sound in Zebra, either for a bass or a kind of pluck? Aside from, obviously, having the fastest attack possible in the amp envelope, I tend to go down the route either of modulating the oscillator volume by an MSEG with a fast attack, or of programming a separate filter envelope with a quick decay.
Are there other ways of achieving the same kind of result (or a better, even punchier one)? I'm sure there must be.
What would be the classic ways of getting a punchy sound in Zebra, either for a bass or a kind of pluck? Aside from, obviously, having the fastest attack possible in the amp envelope, I tend to go down the route either of modulating the oscillator volume by an MSEG with a fast attack, or of programming a separate filter envelope with a quick decay.
Are there other ways of achieving the same kind of result (or a better, even punchier one)? I'm sure there must be.
- KVRAF
- 8237 posts since 22 Sep, 2008 from Windsor. UK
Modulate the pitch of a pluck with an envelope. Increase the decay a tiny amount and the envelope amount on the oscillators pitch by a small amount too.
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- KVRAF
- 3817 posts since 8 Mar, 2006
+ note, that "punchy" is opposite of "snappy"
the attack shape will help you choose one over the other.
Instead of volume, try modulating other stuff too... like the VCF drive for example.
the attack shape will help you choose one over the other.
Instead of volume, try modulating other stuff too... like the VCF drive for example.
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- KVRer
- Topic Starter
- 3 posts since 29 Jun, 2012
Thanks for the tips - 3ee, am probably being slow here, but how would the attack shape differ between punchy and snappy, in terms of how concave the attack is/the v-shape parameter? Or just in terms of the attack time?
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- KVRAF
- 3817 posts since 8 Mar, 2006
^v-slope, yes. just remember to fine-tune that together with the decay parameter.
When I mentioned the word "attack shape" earlier, I meant the attack of the sound (tuned by the decay parameter).. I didn't noticed it could be easily misunderstood, sorry.
So bring the v-slope parameter to the left for a more snappy feel and to the right for a more punchy one.
When I mentioned the word "attack shape" earlier, I meant the attack of the sound (tuned by the decay parameter).. I didn't noticed it could be easily misunderstood, sorry.
So bring the v-slope parameter to the left for a more snappy feel and to the right for a more punchy one.
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- KVRer
- Topic Starter
- 3 posts since 29 Jun, 2012
Brilliant- that's really clear, I definitely learned something today.
I clicked on your sig too and had a look at the soundsets you've done - it's great stuff!
I clicked on your sig too and had a look at the soundsets you've done - it's great stuff!
- KVRian
- 1067 posts since 28 Dec, 2004
That's interesting, thanks 3ee! I'll try..3ee wrote: Instead of volume, try modulating other stuff too... like the VCF drive for example.
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- KVRAF
- 3817 posts since 8 Mar, 2006
Cool, thanks!turtle2525 wrote:Brilliant- that's really clear, I definitely learned something today.
I clicked on your sig too and had a look at the soundsets you've done - it's great stuff!
Here's my init patch.
https://www.box.com/s/xfoi7n0amms8iycprbd8
punchy/snappy attack built-in using the VCF4 drive beside modeled osc waves (OSC4 is a full pulse wave table) and other small stuff.
if you like to use the patch when building your own patches just remember to "tune" the VCF4 cutoff same number of units as the osc tune feeding into it.
- KVRAF
- 4197 posts since 23 May, 2004 from Bad Vilbel, Germany
BTW my idea of "snappy" includes setting non-zero Attack time and s-curve (or similar) initial Decay.
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- KVRist
- 431 posts since 27 Sep, 2005
Nice trick is to use Allpass filter to delay bass frequencies more than treble. Cool for bass (it is getting some character of kick sounds).
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- KVRist
- 431 posts since 27 Sep, 2005
How to make s-curve decay in Zebra? Is it possible in MSEG only, or am I missing something?Howard wrote:BTW my idea of "snappy" includes setting non-zero Attack time and s-curve (or similar) initial Decay.
If not, s-curve option in Z3 envelopes would be cool.
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- KVRAF
- 3817 posts since 8 Mar, 2006
fast attack times would be the opposite of slow or smooth.hakey wrote:Surely the opposite of snappy would be slow or smooth?3ee wrote:+ note, that "punchy" is opposite of "snappy"
punchy vs snappy is just the character relation I was pointing out in terms of decay shape. (log vs expo)
- KVRAF
- 5234 posts since 25 Feb, 2008
Yeah, I don't think there's a universally accepted definition for the terms punchy and snappy when used to describe the behaviour of synthesized sounds.3ee wrote:fast attack times would be the opposite of slow or smooth.hakey wrote:Surely the opposite of snappy would be slow or smooth?3ee wrote:+ note, that "punchy" is opposite of "snappy"
punchy vs snappy is just the character relation I was pointing out in terms of decay shape. (log vs expo)
Snappy can mean a fast attack, the opposite of smooth/gradual, a sound similar to a physical object snapping... etc
- KVRAF
- 5223 posts since 20 Jul, 2010
I've noticed the same thing. It's pretty counterintuitive that longer attack times can punch more than an instant or near-instant setting, but I suppose the fact that it's "there" and travelling a distance, as opposed to being skipped over straight to the Decay stage, draws attention to just how fast it is. Something travelling infinitely fast just isn't noticed at allHoward wrote:BTW my idea of "snappy" includes setting non-zero Attack time and s-curve (or similar) initial Decay.
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